Your recent mention of the other "Onslaught minigame" being human-centric led me to wonder what the people in this game/world will comprise of. Will they be human, anthro, a mix of high-fantasy races, or something different? I get the vibe that it will be mostly humanoid judging by the humanoid skulls in the symbols and forms of the Malevolent Ones. Which is cool with me. I like the premise regardless.

It doesn't preclude mutations, but it will be human-centric and later on mutations will occur, however I don't see it being an anthro-focused of human-focused game. These gods take many shapes and forms in addition to their "bodies" which are usually animated flesh of the recent dead, kept alive via constant blood sacrifices (Legor).

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Malevolence Skills are basic skills that can be picked up from any of the deities, and have no pre-requisites. They are available to all who are aligned to malevolence, and all six can be collected - although it is probably best to choose only those that fit your play style.

Legor's Rage10 Adaptation Points

This enters you into a rage-state, but can only be used once in a judgement cycle. Therefore, until you start a new roleplay after a judgement, you cannot use it again.

What this does: You feel your strength boosted, your stamina is increased as the feeling of being tired leaves your muscles, your vision narrows as your blood pumps harder, your hearing acuity is increased, and you are filled with an adrenalin rush. You are capable of 50% more than the average man in this state, however you are not entirely in control of your actions. Complex thoughts, and feelings, are replaced by full rage. Entering this state is purely by choice, but will last for an hour (in roleplay time). When you have concluded this enraged state you become exhausted, weak, and nearly unable to walk for the rest of the day (roleplay time).

Tyguq's Shadow10 Adaptation Points

You become obscured to those who can see the alignments of others, but can only be used once in a judgement cycle. Therefore, until you start a new roleplay after a judgement, you cannot use it again.

What this does: You become invisible to the sensitive, your actions and motives become unclear. They still can of course sense the uneasiness you bring - however it is simply obscured as to who you work for. You can blend into a crowd and go un-noticed by those around you. No one heeds you, or listens to you, or really pays you much attention. However, this also means if you need help, you might be ignored. After the effect wears off you will be paranoid for the rest of the day, and anxiety will follow you, making you fearful that everyone sees you - and indeed you become much more noticeable, simply from being so nervous.

Heghthykk's Rot20 adaptation points

You become strengthened by any disease or sickness you have for an hour, using it to your advantage. Can only be used once in a judgement cycle. Therefore, until you start a new roleplay after a judgement, you cannot use it again. Can be used while well, but will make you sick after.

What this does: You feel strength from your illnesses, the inherent bacteria and germs we all carry with us gathers in your throat, your mucus becomes a disease-spreading tool which you can cough up, smear, and do any sort of nasty germ-spreading with. Everything you touch and cough on, or leave your sickness on, is contaminated for 24 hours. Any person you touch, kiss, or cough near will get sick with common illnesses, unless they have enhancements. When the one hour period ends you will feel sicker than you have ever felt - unless you have the general Heghthykk skills, and be bedridden for two days, while the sicknesses will linger for weeks.

Aoyhkk's Luck30 adaptation points

This is a passive which you must list with every roleplay

What this does: Your earnings are automatically increased by 10% for every roleplay. You are luckier in finding valuable objects as well, and you can easily spot a good deal. However people around you will become wary, thinking you are a thief.

Ozgyok's Threshold10 adaptation points

This enters you into a trance-state, but can only be used once in a judgement cycle. Therefore, until you start a new roleplay after a judgement, you cannot use it again.

What this does: Your threshold for pain is increased for one hour (in roleplay time) enabling you to ignore painful and grievous wounds (unless you are critically injured and bleed out or die from them) and continue fighting undeterred. You feel almost no pain in this state, and can withstand severe punishment. Once this state ends your body is wracked from pain, head to toe, nearly crippling you, leaving you in the fetal position. Every scratch, bruise, and paper-cut feels like a mortal wound, and this lasts for a whole day (roleplay) making you weak and vulnerable.

Qutergnle's Interface20 adaptation points

This is a passive skill, list it in roleplays for usage.

What this does: You can interface with all technologies, malevolent or benign, and gain information from them which you can use at that instance, and you are more familiar with machinery than would be expected. However any technology you build, or modify, will be tainted with malevolence, and will be detectable to those who are enhanced. If you have the Qutergnle general skills, you can also download all information, and store it, from any interface-capable device.

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